Grand Arbiter Augustin IV.
COMMANDER
CommanderPLANESWALKER(3)



CREATURE(11)











ARTIFACT(22)






















ENCHANTMENT(12)












INSTANT(15)















SORCERY(10)










LAND(26)













4×
6×

TOKENS(2)


100
Total
12
Creatures
62
Spells
26
Lands
B3
Bracket !
3
Games
0
Wins
0%
Win Rate
Why bracket 3? — Upgraded
3 early two-card combos: Energy Field + Rest in Peace, Karn, the Great Creator + Mycosynth Lattice and 1 more
A two-card infinite combo cheap enough to assemble and win in the early game (data from Commander Spellbook). Bracket 3 decks are expected not to run these; any means Bracket 4.
2 mass land denial
Destroys, exiles, or locks down many lands without replacing them. Any mass land denial means Bracket 4.
Static OrbWinter Orb
15 Game Changers
Cards on WotC's official Game Changers list. Any puts a deck at Bracket 3 or above; more than three means Bracket 4.
Ancient TombCyclonic RiftDrannith MagistrateEnlightened TutorFarewellFierce GuardianshipForce of WillGrand Arbiter Augustin IVMana VaultMystical TutorNarset, Parter of VeilsRhystic StudySmothering TitheTeferi's ProtectionThe One Ring
3 free counters
Counterspells castable without paying mana. Any puts a deck at Bracket 3; three or more means Bracket 4.
Fierce GuardianshipForce of NegationForce of Will
alt wincon + tuned support
"You win the game" cards. Any puts a deck at Bracket 3; combined with heavy fast mana it means Bracket 4.
Approach of the Second Sun
Override below estimate (B4)
Beta — Fan Content, not approved by Wizards.
CURVE
0
1
1
11
2
23
3
21
4
11
5
1
6
4
7+
2
COLORS
W
3357%
U
2543%
COMBOS
5
Combos
3
Early
5
2-Card
0
3+ Card
2
Game-Ending
Dramatic Reversal+
Isochron ScepterearlyInfinite magecraft triggers, Infinite mana nonland permanents you control can produce, Infinite storm count, Infinite untap of nonland permanents you control
Dramatic Reversal+
Isochron ScepterearlyPrerequisites
- Nonland permanents you control can tap to produce at least 3.
Steps
- Activate all mana-producing nonland permanents you control by tapping them, adding at least 3.
- Activate Isochron Scepter by paying 2 and tapping it, casting a copy of Dramatic Reversal without paying it's mana cost.
- Resolve Dramatic Reversal, untapping all nonland permanents you control.
- Repeat.
Karn, the Great Creator+
Mycosynth LatticeearlyActivated abilities of permanents your opponents control can't be activated, Activated abilities can't be activated, Lock, Mass Land Denial
Karn, the Great Creator+
Mycosynth LatticeearlySteps
- Mycosynth Lattice turns all permanents into artifacts.
- Activated abilities of permanents your opponent control can not be activated due to Karn, the Great Creator.
Rest in Peace+
Energy FieldearlyPrevent all damage that would be dealt to you by sources you don't control, Lock
Rest in Peace+
Energy FieldearlySteps
- Rest in Peace prevents cards from going to the graveyard, so Energy Field isn't sacrificed preventing damage to you.
Windfall+
Approach of the Second SunWin the game
Windfall+
Approach of the Second SunPrerequisites
- You have at least nine cards in hand, or an opponent has at least seven cards in hand.
Steps
- Cast Approach of the Second Sun by paying 6W, causing you to gain seven life and put Approach of the Second Sun into your library seventh from the top.
- Cast Windfall by paying 2U, causing each player to discard their hand and draw at least seven cards.
- Cast Approach of the Second Sun by paying 6W, causing you to win the game.
Approach of the Second Sun+
Mystical TutorWin the game
Approach of the Second Sun+
Mystical TutorPrerequisites
- You have a way to draw a card.
Steps
- Cast Approach of the Second Sun by paying 6W, causing you to gain 7 life and put Approach of the Second Sun into your library seventh from the top.
- Cast Mystical Tutor by paying U, searching your library for Approach of the Second Sun and putting it on top of your library.
- Draw Approach of the Second Sun from your library.
- Cast Approach of the Second Sun by paying 6W, causing you to win the game.
Combo data from Commander Spellbook. “Early” two-card combos (cheap enough to win in the first few turns) put a deck at Bracket 4; other two-card combos are at home in Bracket 3.
Valid
Legality
This deck currently passes the commander checks.
Play this deck on TableCommander
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